I believe the .ini has a bAllowFOV entry which you can set to false already (which I think it's already set to false by default), which looking at the code prevents players from dynamically setting their FOV below 80, in order to prevent sniper-less zooming.

Or do you mean that you really want it to have a different or stricter behavior than what bAllowFOV already provides?

Feralidragon wrote:I believe the .ini has a bAllowFOV entry which you can set to false already (which I think it's already set to false by default), which looking at the code prevents players from dynamically setting their FOV below 80, in order to prevent sniper-less zooming.

Or do you mean that you really want it to have a different or stricter behavior than what bAllowFOV already provides?

yes ballowfov is set to false. What is happening is players are changing FOV on the fly for an unfair zoom advantage. I would like to put a stop to these shenanigans

Qwerty wrote:
yes ballowfov is set to false. What is happening is players are changing FOV on the fly for an unfair zoom advantage. I would like to put a stop to these shenanigans

these settings in the ini dont seem to effect players

I have been out for years, so I might be missing something obvious here, but that should really prevent that from happening, unless they have a different client version or changed files, but which things like ACE should be able to detect anyway, or are using a different command which may be changing the properties directly.
Although the lower FOV it allows is 80 (it's hardcoded), so do you mean that these players are going lower than 80 or is 80 really the lower bound and you want for the lower bound to be around 90+?

Either way, I don't know the existence of such a mod, but if someone is up to, this doesn't seem particularly hard to do.
If someone is deliberately changing their FOV constantly, it's matter of checking if the DesiredFOV is below a specific threshold, and from there ignore it if the player is zooming (bZooming = True) or if it differs from DefaultFOV (since the command sets both with the same value).

This would need to be a client package however, maybe even as a client-side mutator, given that it seems that in online play the FOV values and states are only processed client-side (the vars are not replicated, but the functions are set to be called from the server and executed in the client), so this would have to be something sent to the client (through ServerPackages) instead of just being a server-side thing (ServerActors).
Fortunately however, when it comes to the suicide, it is an existing function which can be called from the client to notify the server.

Terraniux wrote:I've always had a debate about this, can someone post me some screenshots that higher FOV sees more? ( or is it less)

READ: Proof.

I never touch the option, but here it is again. What's the big deal with FOV?

FOV stands for Field Of View, therefore a wider field means you view more.
The FOV represents an angle, a peripheral vision angle, thus a FOV of 90 simply means a FOV with an angle of 90º.
If you put your palms open on each side of your head, and you start narrowing them towards the center so you see less and less, you're essentially reducing your own FOV angle.

However, in RL this means you just see less, because you're not affecting the depth of your own vision, however in 3D rendering, this means projecting that field to the entirety of the screen, so what happens is that by decreasing the FOV, the field to render becomes smaller, but it's rendered at full screen, giving that zoom-in effect, which is used by the sniper scope for instance, which is actually no different from what happens in RL with real scopes: they focus in a smaller area but amplify that image through a lens.

In gaming, especially in first-person shooters, gamers will try to make their FOV as wide as possible, given that you effectively see more, although it comes to a point (when it exceeds what your own field of vision expects) where it starts to have a nauseating fish eye effect, where things will start to look to be much much farther than they actually are, and start to "curve", that's why gamers tend to limit their FOV to be between 90 and 100, sometimes up to 110 or 120.
This limit is directly related to how wide your screen is: when the standard format of screens went from 4:3 to 16:9 in most cases, screens got wider, so to have the same kind of view where things are rendered in the same proportions with the same depth in a wider monitor, the FOV has to be increased accordingly, although this results in viewing more on the sides (especially in the case of UT99 which uses horizontal FOV, since FOV can be horizontal or vertical).

In the case of UT99, another reason for increasing FOV, especially in wider screens, is for weapons to render at a smaller size, because with the default FOV of 90, in a wide screen, the weapons become insanely huge, something I actually had to account for in NW3 for instance, otherwise weapons like the IRPR would be rendered at an abnormally large size.

From here, if you want all the details about it, screenshots, proof or anything else, I suggest you to use your best friend Google , since it's not something only for UT99, every 3D game (or any 3D view for that matter) has a FOV, whether or not it's configurable (in many games it isn't), or if it's set vertically or horizontally (generally it is horizontal since screens have a greater width than height), and if you do even a little bit of search on it, you will find tons of explanations and visual representations, along with screenshots side by side and such.

You can try to set it yourself in UT with the FOV command ("FOV 90" for example) and see the differences (90 is the default value btw).